precision mediump float;

attribute vec3 aVertexPosition;
attribute vec2 aTexCoords;

uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;

varying vec2 uv;

void main() {
  vec4 worldPosition = uModelMatrix * vec4(aVertexPosition, 1.0);
  gl_Position = uProjectionMatrix * uViewMatrix * worldPosition;
  uv = aTexCoords;
}
